Tonhão's bug report - Xbox - FotV - Act 4 and Interlude
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Platform: Xbox Series X
Game language: Brazilian Portuguese Class: Warrior/Bear of Kitava League: Cake Cake Cake Cake Patch version: 0.4.0 Note: this was written before patch 0.4.0b Textures - In Kingsmarch, if you approach the well/fountain, the textures of the city unload. (may be fixed) https://pasteboard.co/0rArLrIRtnxj.png - I slammed too hard on the Whakapanu island and broke the game. (may be fixed) https://pasteboard.co/3eTh2AMRWeRO.png - If you open the minimap, some textures unload. (may be fixed) https://pasteboard.co/PUPofeP8QuiS.png https://pasteboard.co/2Bipqe5vIYKC.png Quests - The interlude "Wandering Wisps" ("Lúmens Errantes") is still bugged, it does not finish (it was broken in 0.3 too). Dialog lines - Diamora, a Canção da Morte (mermaid) "dialog" lines when you get the pearl and she screams just say "Teste". https://pasteboard.co/ZB15BmHfVhW3.png Trials of chaos - I reported this back in 0.1, but you can cheese the quimera by locking it under the side of the bridge (also the bear slam skill does not behave well on uneven surfaces). https://pasteboard.co/nAm1uenWBynv.png https://streamable.com/969cnd - Invisible bird: during party play on the trial of chaos (4 rooms), the bird decided it was a chameleon (after patch 0.4.0b, 2 xbox players). https://pasteboard.co/gPH6iPFJ5cDS.png - TWICE I have lost inscribed ultimatum keys because the game CRASHES when I try to enter the trial. Why did you guys implemented the pause when disconnected outside the trial? Hideout - There is a transparent aberration on the left side of the screen when on top of the mage tower at the Arcane Isle Hideout, pay attention to the bottom left and to the well (I don't mind the floating doggo). https://streamable.com/codvaz League mechanics - Architect: "It's a issue of skill". You piece of shit! THE NERVE! Fuck you! I'll shove one of those floor tiles up you ass next time! - Shouldn't the exalted and alq workbenches drop their currency like the regal, artificer and vaal workbenches? - The room icons disappeared again after I killed the Architect, and also their descriptions. https://pasteboard.co/jvGy0WFk4Roi.png - The quest indicator over the architect's terminal does not disappear after killing him and placing the new rooms for the first time. Boss fight feedback - I enjoyed the architect's bullet hell. The only complaint I have is about the big ice ball: it's too slow. Since I play warrior/bear, the architect just hid inside the thing and kept spamming attacks. The ice ball is too slow to be kitted away by a melee character, while it would make no difference for a ranged one (I imagine the iceball spawns on top of the player). I think either the iceball could be faster or the architect could teleport to a new position after casting it. Also, I think architect could become completely invulnerable at 30% health for a short time to force the player to engage with the bullet hell (and I'm sure a lot of people will complain about it if you implement this). The first time I died to him was during the bullet hell because I got frozen by the ice line attack, but when I won I just brute forced my way through the fight with lots of damage before he could properly initiate the bullet hell. I had more fun during the bullet hell than when I was spamming slams. League feedback - Having to fight the architect 3 times to have the opportunity to put our hands on Atziri's considerable assets is a bit much, don't you think? I know she is a pinnacle boss, but 70% of the temple gets destroyed after his fight, meaning we would have to do a crap ton of endgame maps to fight her "naturally" (40-50? IF I don't screw up on the architect fight, keep in mind we have this mechanic on every map, and I was only able to fight the architect at the end of act 4, if the average joe takes 12 minutes to complete a map, he would be able to fight Atziri every 8-10 hours! If the encounters were to be so sparse, you shouldn't have put so much cake on the trailer). The architect fight is really fun, and I imagine Atziri's is even better, and I consider it very unfair (to both the players AND the developers team) to bury such a well design boss under tons of busy work. I know they may have wonderful uniques and all, but I don't play PoE2 to be rich in-game, I play it to have fun, and the amount of requirements to fight a cool boss gives me the impression that GGG is hiding the fun away (what is this? husband simulator? I have to do the dishes, take the trash out, walk the dog and buy flowers just to have sex once a month? I'm getting a divorce). - Here is how to solve this: make the altar require four turned on nipples instead of six (I don't know why you guys are so obsessed with six, Atziri only has four boobs), and make only one architect kill a requirement to fight Atziri next. This should increase the frequency of boss fights by a good amount, and allow the players to enjoy the full league mechanic. Last edited by alfarichard#8779 on Dec 16, 2025, 1:16:41 AM Last bumped on Dec 16, 2025, 1:12:44 AM
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